I am once again asking for the quote of the month to be changed as it is now a new month - Mjmd

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RtR mod 4.1.0.11 Download Thread

Download RtR 4.1.0.11 here, for use with PB games played on the Zulan server, or use the RtR 2.1.0.11 Non Zulan server version found here.

Full Change log here: Change log 4.1.0.11

Traits:

Financial: +1 commerce on all non-river tiles that have 2+ commerce. +100% production of Bank. +35% Library

Expansive: +2 health per city. +35% production of Worker, Work Boat. +100% production of Market, Aqueduct, Grocer, Harbor.

Creative: +2 culture per city. +100% production of Theatre. +35% production of Library, Observatory.

Charismatic: +2 happiness. +1 happiness from Broadcast Tower. -25% XP needed for promotions. +100% production of Colosseum, +35% production of Library.

Protective: Free Drill 1, Drill 3 promotion for archery and gunpowder units. +100 production of Granary, Walls.

Imperialistic: +50% production of Settlers. +100% Great General points. +100% production of Custom Houses. -10% city maintanence [Bonus not shown in interface. Bonus is multiplicative with other maintenance modifiers. Final displayed city maintenance value is correct and includes this bonus.]

Aggressive: Free C1 promo for melee and gunpowder units. -25% city maintenance [Bonus not shown in interface. Bonus is multiplicative with other maintenance modifiers. Final displayed city maintenance value is correct and includes this bonus.] +100% production of Barracks, Stable, Drydock.

Philosophical: +150% Great Person production, +100% production of University

Organized, Industrious, Spiritual: No change from BtS


Civs:

Civ: start tech 1/start tech 2. UB: building replacement: name. Effects changed from standard building (in RtR). UU: unit replacement. Name. Effects changed from standard unit (in RtR).

America: Agriculture/Fishing. UB: Barracks replacement: Armoury. +1XP to Gunpowder, +1XP to Mounted, +1XP to Armour, +2XP to Melee. UU: Musket replacement. Starts with Guerrilla 1 and Woodsman 1.

Arabia: Mysticism/Agriculture. UB: Library replacement: Madrassa. 2 Priest slots, 4 culture, cost 70. UU: Knight replacement: Camel Archer. starts with March. Does not require Horse.

Aztecs: Hunting/Mysticism. UB: Courthouse replacement: Sacrificial Alter. 50% anger duration after sacrificing population, +2 priest slots, +1 happy requires Monotheism, cost 90. UU: Sword replacement. Starts with Woodsman 2.

Babylon: Agriculture/The Wheel. UB:  Granary replacement: Garden. Requires Agriculture, cost 45, +1 health, no bonus production from trait. UU: Archer replacement. +50% against melee,  no free strike, starts with Drill 1 and 2.

Byzantium: Fishing/Mysticism. UB: Barracks replacement. Hippodrome. +1 happy from iron, horse. UU: Trebuchet replacement. Counterweight Trebuchet. Strength 7. +40% city attack. Starts with Accuracy.

Carthage: Fishing/Mining. UB: Harbour replacement: Cothon. +1 trade route. UU: Horse Archer replacement. Numidian Cavalry. +35% against melee, -35% against spearmen.

Celts: Hunting/Mysticism. UB: Wall replacement: Dun. Free Guerrilla 2 promotion to units built in this city, no trait production modifier. UU: Sword replacement. Starts with Guerilla 2.

China: Agriculture/Mining. UB: Theatre replacement: Pavilion. Available at Aesthetics. UU: Crossbow replacement. Causes Collateral Damage (max 60%), +2 free strikes.

Dutch: Fishing/Agriculture. UB: Customs House replacement: Dike. +1 commerce from river tiles, +1 trade route. Cost 120. UU: Galleon replacement. Strength 6.

Egypt: The Wheel/Agriculture. UB: Monument replacement: Obelisk. +2 Priest slots. UU: Chariot replacement. War Chariot. Strength 5. -25% against archers. Flank attack against Catapults (3 units, max 100%).

England: Fishing/Mining. UB: Bank replacement: Stock Exchange. +15% science. UU: Rifle replacement. +25% against gunpowder units, starts with Amphibious.

Ethiopia: Hunting/Mining. UB: Monument replacement. 1 Merchant slot; gives sentry to units built in this city. UU: Musket replacement. Oromo warrior. Starts with Drill 2 and Drill 4.

France: Agriculture/The Wheel. UB: Observatory replacement: Salon. +1 free specialist. UU: Musket replacement. Musketeer. +1 movement point.

Germany: Hunting/Mining. UB: Forge replacement: Werkstatt. -25% city maintenance. UU: Grenadier replacement. Strosstrupper. Strength 14.

Greece: Hunting/Fishing. UB: Colosseum replacement: Odeon. +1XP to all land units in addition to base Colosseum XP. UU: Axe replacement. Phalanx. +100% defence against chariots.

Holy Roman Empire: Hunting/Mysticism. UB: Courthouse replacement: Rathaus. -75% city maintenance. UU: Longbow replacement. Landskneckt. +50% against Mounted units.

Inca: Agriculture/Mysticism. UB: Granary replacement: Terrace, +1 culture, cost 45 hammers, No trait production modifier. UU: Warrior replacement: Quechua. +100% against archery units.

India: Mysticism/Mining. UB: Castle replacement: Kila. +2 trade routes. UU: Pike replacement. Urukku Pikeman. Strength 8.

Japan: Fishing/The Wheel. UB: Harbour replacement. Nanban Harbour. +2XP for land units. UU: Maceman replacement. Samurai. Requires only Machinery (Does not require Civil Service) Starts with Drill 2.

Khmer: Mining/Hunting. UB: Aqueduct replacement: Baray. +1 food, +1 culture, +1 Artist slot. Cost 80. UU: War Elephant replacement. Ballistaphant (I don't know the actual name). Targets mounted first outside of cities. Can construct baray.

Korea: Agriculture/Mining. UB: University replacement. Seowan: +40% research, cost 150. UU: Catapult replacement. Hwacha. +50% against Melee units. Can kill.

Mali: The Wheel/Mining. UB: Forge replacement: Mint. +10% gold, +10% beakers. UU: Archer replacement. Skirmisher. Strength 4, -40% against archers.

Maya: Mysticism/Mining. UB: Colosseum replacement: Ball Court. +4 Happiness. UU: Spear replacement. Holkan. Strength 5.

Mongolia: Hunting/The Wheel. UB: Stables replacement: Ger. +1 culture, +4XP to mounted units, requires Archery, +100% production with horse, no trait production modifier. UU: Horse Archer replacement. Keshik. +1 free strike. Ignores terrain movement costs.

Native America: Hunting/Agriculture. UB: Monument replacement: Totem Pole. +3XP to Archery units. UU: scout replacement. Tracker. Starts with Woodsman 3, can create Totem Pole.

Ottomans: The Wheel/Agriculture. UB:  Aqueduct replacement: Hammam. +2 happy, cost 80. UU: Musket replacement. Janissary. +25% against mounted, archery, melee units.

Persia: Hunting/Agriculture. UB: Market replacement: Satrap Court. -25% city maintenance. UU: Chariot replacement. Immortal. +10% withdraw. 1 Free strike. Starts with March.

Portugal: Fishing/Mining. UB: Customs house replacement: Feitoria. Water tiles +1 commerce, cost 120. UU: Caravel replacement. Carrack. 4 movement, 2 transport capacity.

Rome: Fishing/Mining. UB: Market replacement: Forum. +35% GPP. UU: Sword replacement. Strength 7, cost 40 hammers.

Russia: Hunting/Mining. UB: University replacement: Research Institute. Cost 120 hammers. Free Scientist. UU: Cavalry replacement. +50% against Mounted units.

Spain: Mysticism/Fishing. UB: Customs house Replacement. Citadel. -20% city maintenance. +2 culture. Does not require Harbour. UU. Cuirassier replacement. Conquestador. +50% against melee units. Can build Citadel.

Sumeria: The Wheel/Agriculture. UB: Courthouse replacement: Ziggarut. Available at Writing. Cost 90. UU: axe replacement. Vulture. Strength 6. 25% bonus against melee. 5% bonus against axemen.

Vikings: Hunting/Fishing. UB: Lighthouse replacement: Trading Post. Builds water units +25% faster. UU: Maceman replacement: Berserker. Starts with Amphibious.

Zulu: Agriculture/Hunting. UB: Barracks replacement: Ikhanda: -20% city maintenance. +100% production with iron. No production modifier from trait. UU: Spear replacement: Impi: -40% against archers, 2 moves


Leaders:

Kublai Khan: Leader traits are now Charismatic, Creative, changed from Aggressive, Creative.


Civics:

Police State: Available at Military Science. Medium cost. +25% production of Military Units. -50% War Weariness.

Vassalage: Now provides free support for military units as well (meaning Pacifism is cheaper), and is Medium Upkeep.

Slavery: 30h for the 1st pop, 20h for the 2nd pop and subsequent pops. So, 30/50/70/90. On Quick speed, that's 20/33/46/60.

Serfdom: +75% Worker Speed, +1h for Watermills and Windmills.

Mercantilism: +1 free specialist, Medium Cost, requires Banking.

Free Market: No longer provides -25% Corporate Costs. Now provides +25% Trade Route Yield.

Environmentalism: No longer provides +25% Corporate Costs, or +2 commerce to windmills. Provides +1 gold per specialist, +1c to farms and pastures, +2c to forest preserves, and Low upkeep. Swapped with Free Speech. Now available at Liberalism.

Free Speech: +1 commerce from villages, +3 commerce from towns, +100% Culture, Low cost, requires Economics

State property: Now Medium upkeep


Buildings:

Barracks: increased cost to 60 hammers, +1 culture.

Colosseum: +1 happy, +1 happy per 20% culture slider, +1XP to melee, archery, mounted and seige units. Cost 80 hammers, requires Construction. Bonus XP applies to all Colosseum UB.

Jails: now -50% War Weariness.

Castles (and replacement UB): no longer decrease bombardment rate of catapults or trebuchets. Obsolete at Corporation (Except defensive bonus). Requires Walls. No trait or resource production bonus. Cost reduced to 80 hammers.

Temple: now requires Meditation (plus religion in city, no longer requires Priesthood)


Wonders, Projects:

Wonder Resource Doublers: All wonders that had +100% production with a specific resource now only have +50% production with that resource.

Rushmore: Now -50% WW, (from -25%).

Red Cross: 200h.

West Point: 550h, +5XP. Now requires a lvl 5 unit (17XP/13XP for Charismatic).

Great Lighthouse: Now +1 trade route instead of +2 trade routes, enabled at Masonry, but needs lighthouse and Sailing (no functional change in the tech requirements but makes F6 look less cluttered).

SoZ: no WW effect. Now +3XP, 200 hammers, no building prerequisites. No longer gets +100% production from Ivory.

Taj Mahal: Triggers Golden Age, +2 Great Artist points/turn, requires Nationalism (No production bonus from marble)

Mausoleum of Maussollos: +50% Golden Age length. Cost 450 hammers. Requires Calendar. Obsoletes at Nationalism (No production bonus from marble)

The Internet: Now a wonder. 2k cost, +15% beakers in every city, +2 scientist gpp, double production speed with copper. No longer a project.

Cristo Redentur: +100% SPI production, -50% Anarchy instead of -100%.

SDI: Removed from the game


Base unit changes:

Scouts: Require no tech. Every player starts with a scout instead of a warrior.

Swordsman (and all replacements): +50% city attack

Archer (and all replacements): +30% defense against Swordsmen.

War Elephants: Strength 7, +50% vs. Mounted units. Requires Iron, Iron Working, Horseback Riding, Construction.

Trebuchet: Now requires Machinery, instead of Engineering.

Crossbow (and unique units): +25% defense against macemen

Maceman: Melee unit, strength 8, +50% against melee, +25% against cities, cost 70 hammers, requires Civil Service, Machinery, [copper or iron].

Caravel: strength 4, -30% against galleys and triremes, 1 capacity (can transport any units), remove ability to enter cultural borders [Other stats unchanged, 60 hammers, requires Optics, 3 moves]

Carrack: Increase to strength 4, -30% against galleys and triremes, 4 moves, 2 capacity, remove ability to enter cultural borders.

EIM: Lower to 3 capacity, remove ability to enter culture without OB.

Privateer: Requires Optics and Paper, +65% attack against Ships of the Line, removed ability [to attack without war declartion] and [hidden nationality].

Ship of the Line: iCollateraldamage = 75, iCollateraldamagelimit = 70 (ie 30% hp max damage from collateral), iCollateralDamageLimit = 5

Ironclad: Decrease to 1 movement point. Starts with Navigation 1 and Flanking 1 promotions, 1 free strike strength 12, no defensive bonus, requires iron, coal, Steel and Steam Power, costs 120.

Destroyer: Now enabled at Artillery (not Combustion) (requires Oil OR Uranium)

Transport: Now enabled at Artillery (not Combustion) (requires Oil OR Uranium)

SAM Infantry: 75% interception chance (up form 40%)

Mobile Artillery: Can now load guided Missiles and Tac Nukes (as Submarines and Missile Cruisers do). No longer require oil.

Gunships: decreased to 3 moves.

ICBM: No longer unlimited range, but long enough so that they will out distance your army and navy easily, and they can be rebased. Loses the nuke tag. Does not need Manhattern project to be built.
  • iCost: 450h
  • iAirCombatLimit: 75
  • iAirCombat: 160
  • iCollateralDamageLimit: 75%
  • iCollateralDamageMaxUnits: 12
  • iAirRange: 36

Tactical Nukes: Now S80 1shot units that can bombard units, cause collateral damage to 5 units, cannot be intercepted. Loses the nuke tag. Does not need Manhattern project to be built. Full list of changes:
  • iCost: 200h
  • iAirCombatLimit: 75
  • iAirCombat: 80
  • iCollateralDamageLimit: 75%
  • iCollateralDamageMaxUnits: 5
  • iAirRange: 4

Guided Missiles: Can bombard units, tiles and cultural defence, cause collateral damage to 2 units, cannot be intercepted. Full list of changes (underline means original stat, for comparison):
  • iCost: 60h
  • iBombRate: 16
  • iAirCombatLimit: 75
  • iAirCombat: 40
  • iCollateralDamage: 100
  • iCollateralDamageLimit: 50%
  • iCollateralDamageMaxUnits: 1
  • iAirRange: 4


Flanking: Flanking strength (used to calculate damage from flanking strikes) or all units reduced by 50%.


Barbarians:

Barbarians: Barbarian Animals: Wolf: unchanged.
Lion: Strength 1, 1 move. +100% against Melee.
Panther: Strength 1, 2 move, starts with woodsman 2 promotion.
Bear: Strength 1, 1 move, +200% against Melee.
Scout: +200% against barbarian animals. Require no tech. Every player starts with a scout instead of a warrior.
All difficulty levels adjusted: Human barbarian units are created from turn 40, barb cities can be created beginning from turn 50


Technology:

Known tech bonus no longer scales with total player number. Scales depending on the tech era of the most advanced player in the game:

Ancient: No bonus
Classical: +2% per met player with tech, max +60% (no further bonus after 30 players)
Medieval: +4% per met player with tech, max +60% (no further bonus after 15 players)
Renaissance: +6% per met player with tech, max +60% (no further bonus after 10 players)
Industrial: +8% per met player with tech, max +80% (no further bonus after 10 players)
Modern: +8% per met player with tech, max +80% (no further bonus after 10 players)
Future: +8% per met player with tech, max +80% (no further bonus after 10 players)

Techs: Fishing, Agriculture, The Wheel, Hunting, Mysticism and Mining: base cost changed to 45.

Hunting: Enables pastures, cost increased by 50% from 40 to 60. No longer enables camps.

Animal Husbandry: Enables camps. No longer enables pastures.

Archery: Base tech cost decreased by two thirds, from 60 to 40.

Astronomy: Requires Code of Laws as mandatory prerequisite in addition to Calendar and Optics. No longer requires Paper.

Metal Casting: Base cost reduced to 300.

Alphabet: No longer enables tech trading, allows Open Borders. Base cost reduced to 250.

Writing: Enables Map trading, no longer enables OB.

Philosophy: now requires [Drama or Code of Laws] as option prerequisites, and [Priesthood and Monotheism] as mandatory prerequisites.

Meditation: Base tech cost increased to 100

Paper enables Tech Trading. Requires Metal Casting as mandatory prerequisite.


Renaissance era technology prices increased by a percentage of base BtS tech cost as follows:

  • Education: +25%
  • PP: +25%
  • Nationalism: +25%
  • Gunpowder: +25%
  • Astronomy: +25%
  • Economics: +50%
  • Liberalism: +50%
  • Replaceable Parts: +50%
  • Military Tradition: +50%
  • Constitution: +50%
  • Chemistry: +50%
  • Democracy: +75%
  • Rifling: +75%
  • Corporation: +75%
  • Military Science: +75%
  • Steel: +75%
  • Steam Power: +75%
  • Artillery: +100%
  • Assembly Line: +100%
  • Scientific Method: +100%
  • Railroad: +100%

Cost of all subsequent techs increased by 100%

All medieval and earlier techs are untradeable:

The untradeable techs are as follows: Fishing, The Wheel, Agriculture, Hunting, Mysticism, Mining, Sailing, Pottery, Animal Husbandry, Archery, Meditation, Polytheism, Masonry, Horseback Riding, Priesthood, Monotheism, Bronze Working, Writing, Metal Casting, Iron Working, Aesthetics, Mathematics, Alphabet, Monarchy, Compass, Literature, Calendar, Construction, Currency, Machinery, Drama, Engineering, Code of Laws, Feudalism, Optics, Music, Philosophy, Civil Service, Theology, Divine Right, Paper, Guilds, Banking


Late Era start games:

Era starts: (Changes from base BtS, found in CIV4EraInfos.xml)

Classical: 2 settlers, 100% tech cost
Medi: 80% tech cost
Ren: 40% tech cost
Industrial: 35% tech cost
Modern: 30% tech cost
Future: No changes


Espionage:

Active missions removed.

Spies now spawn with "Secretive", and cannot see tiles except the one they're standing on.

The No Espionage game option now works properly:
  • GSpy points are converted into Great Merchant points.
  • Espionage no longer gets converted into culture.
  • Cultural expansion now happens at normal values.
  • Spies cannot be built.
  • Graphs are always visible on contact.


Tile Changes:

Lumber Mills: Available at Machinery. +1 hammer, +1 commerce, +1 commerce from river (not corner plots)
Watermills: +1 base hammers, no longer receives +1h at Rep Parts.
Workshops: +1 base hammers, no longer receives +1h at Chemistry or Guilds. +1 hammer from Engineering.
Mines: +1 base hammer at Rep Parts.
Quarry: +1 base hammer at Rep Parts.
Whaling Boats: Enabled at Sailing.
Villages, Towns, are permanent and cannot be pillaged or improved over. Also provide access and tile yields to Copper, Iron, Oil, Coal, Aluminium and Uranium.
Towns: Acts as cities. [Identical functionality as forts, for the purposes of rebasing air units, canals, city defense and city attack promotions etc].


Game Mechanics:

The Draft: Rifles now cost 2 pop to draft. A city must now end a draft at size 6 instead of size 5 (So size 8 to draft a rifle, size 7 to draft a musket).

Corporations: Completely removed from the game.

Culture required to achieve legendary border pop on Quick Speed changed from 25000 to 33000

New game options: No City Trading, No Map Trading, and No Wonder resource produiction modifiers now available in custom game set up.

No City Trading: Unable to trade cities, cities appear untradable in diplomacy screen
No Map Trading: Maps appear untradable in diplomacy screen
No Wonder resource modifiers: Resources do not affect world wonder or world project construction speeds.


Events: THESE HAVE NOW BEEN FIXED! PLEASE TEST ACCORDINGLY, THERE MAY STILL BE BUGS!

The following events have been removed from the game:

Negative Events:
1. Forest Fire
5. Washed out
10 Careless apprentice
11. Famine
12. Slave revolt
15. Farm Bandits
18. Fugitive
19. Pestilence
21. Faux Pas
22. Joyous Wedding
23. Wedding Feud
24. Left at the Altar
26. Tornado
29. Looters
30. Brothers in need
31. Hurricane
32. Cyclone
33. Tsunami
34. Monsoon
35. Blizzard
36. Volcano
37. Dust Bowl
42. Clunker Coal
43. Sour crude
50. Mining accident
52. Setbacks
54. Great depression
55. Bermuda triangle
70. Influenza
71. Solo Flight
77. Ancient Olympics
78. Modern Olympics
80. Earth day
92. Cigarette Smoker
93. Heroic Gesture
94. Great Mediator
99. The Huns
100. The Vandals
101. the Goths
102. The Philistines
103. The Vedic Aryans
104. Holy ritual
132. Spoiled grain
135. Industrial fire
155. Slave revolt warning
160. Defecting agent
161. Jail
162. Spy discovered
163. Nuclear protests
165. Broken Dam
169. Toxcatl
170. Dissident Priest
172. Rogue station
174. Impeachment

Remove (Too good):
9. Hymns and sculptures
20. Marathon
28. Bards tale
64. Federal reserve
139. Partisans
167. Golden Buddha

Quests (Too good):
13. Blessed sea
121. Harbomaster
125. Sports league
149. Guns Butter
151. Overwhelm
152. Corporate expansion
153. Hostile takeover


Miscellaneous:

Coastal Blockade now has a range of 1 square around the blockader, instead of 3 squares.

AP Resolutions: Declare War (on a non-member), Force Peace (between two members), Religious victory, and Assign City are no longer eligible resolution actions.

Fail-gold: You never get fail-gold if you also completed the wonder somewhere else (so no National Wonder fail-gold, or doubling up on a wonder to guarantee yourself a paycheck. The game still informs you that you received "0 gold" from your hammers).

Hut techs: Can only gain techs from the first three rows of the tech screen:

Fishing, Sailing, Wheel, Pottery, Agriculture, Animal Husbandry, Hunting, Archery, Mysticism, Masonry, Priesthood, Mining, Bronze Working, Writing.

Toroidal maps: Now return city maintenance as if the map were Cylindrical.

Maximum number of players is now 40, up from 18.

Circumnavigation requires 55% water on the map, otherwise it is disabled. Circumnavigation is no longer a "First to" bonus, but will grant +1 movement to naval units to each player as they individually navigate the map and complete the necessary conditions.


Included additional bug fixes:

Trade route turn order bug.

Foreign trade route cities lost permanently when your city using those routes is destroyed (fix is taken from BTS unofficial patch).

Build culture double production.

Build wealth/research/culture + production automation double production.

Proposed trades including cities, where the cities no longer exist to be trades, are not cancelled (note: I consider this a bug because proposed trades are already cancelled if a player lacks the requisite e.g. resources/gold. could be considered not a bug).

Production decay counter on a type of build (e.g. axeman) is not reset after completing one if the next item in the queue is of the same type (fix is taken from BTS unofficial patch).

Feature growth/disappearance rates, and bonus discovery (mine pop) rates, do not scale with game speed.

Diplomacy Pausing: Diplomacy windows do not occur on game login whilst the game is paused.

Autosaves: Autosaves are generated at login and log out; log out saves are saved to a folder specified within the global defines XML file. Default location is C:\temp.

Additional alterations have been made to enable hosting of games on the pitboss server belonging to Zulan. These changes are detailed here


Observer mode

Observer mode is enabled and functional. Requires pitboss logging enabled, and for the host to  run the observer program. Observer mode is then accessible at a preset web address. Only available in Pitboss, additional server side applications required for functionality, available from teh following links.

Pitboss Observer: https://github.com/novice-rb/observer
Pitboss Portal: https://github.com/novice-rb/pitboss-portal

And thanks to Charriu in implementing the Game options and sorting out the DLL for this version of the mod smile
BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PBEM16, PBEM20, PB5, PB15, PB26, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Games ded lurked: PBEM17, PB16, PB18
Reply

So: Events are fixed. I think. The civs are rebuilt. The naval changes from 4.0.9.2 (PB42) are implemented.

There are probably things I've missed that are not in the change log, but I don't think there there is anything in the changelog that is new, that has been missed from the mod. Please, check that this is right before going on and hosting a new game.
BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PBEM16, PBEM20, PB5, PB15, PB26, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Games ded lurked: PBEM17, PB16, PB18
Reply

(July 5th, 2019, 09:32)Krill Wrote: India: Mysticism/Mining. UB: Castle replacement: name. +2 trade routes. UU: Pike replacement. Name. Strength 8.

So the Castle replacement could be called Kila. The Pike replacement could be called ... ... ............

Okay, so I realize you don't care about flavor, but after some brief research, I've come under the impression that giving India a Pike UU is almost as bad as giving Inca a Chariot UU. I guess it's no worse than giving America a UB that gives Axemen, Spearmen, Swordsmen, and Pikes extra promotions ... and then using the British spelling for its name. (In America, the word is "Armory.") But the best Hindi word I can think of for an S8 Pikeman is Ghanta. Which ... might be usable as an in-joke, actually.
Reply

I have no issue with giving India a mace UU available at Engineering, and giving Persia a pike UU from a gameplay perspective.
BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PBEM16, PBEM20, PB5, PB15, PB26, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Games ded lurked: PBEM17, PB16, PB18
Reply

And the way you phrased that led me (via wanting to explain that it's not that India didn't have polearms per se but that the history of warfare there bla bla bla) to a possible "flavorful" name that works in spite of the military history:  Referring to India's exceptional metallurgy (and the Iron requirement for Pikemen) with a name like "Urukku Pikeman" in reference to India's (and especially the Tamil region's) history of making exceptional steel. (Apparently "Damascus Steel" actually originated in India!)
Reply

I have downloaded the mod and am looking at the situation in game. So far, the problems I have noticed are that India’s castle costs 800 hammers, the Baray costs 800 hammers, and something is going on with many of the events. When I started a test game (without events on), the following error message appeared…
   
…with a lot more, identically phrased, just for different events, messages behind that. Is this what is supposed to happen when an event is removed from the game?

I will report back again if I find anything else.

Thank you very much for putting the latest version together, Krill. smile
Participated in: Pitboss 40 (lurked by Mr. Cairo), Pitboss 45 (lurked by Charriu and chumchu), Pitboss 63 (replaced Mr. Cairo), Pitboss 66Pitboss 69
Participating in: Pitboss 74.

Criticism welcome!
Reply

This is why I hate events. I think I didn't delete all of the right event triggers when I've deleted the events themselves.

The building costs is a simple typo, thanks for the heads up.

I'll get 4.1.0.3 up shortly.
BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PBEM16, PBEM20, PB5, PB15, PB26, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Games ded lurked: PBEM17, PB16, PB18
Reply

OK, 4.1.0.3 is now up. I hope that this fixes the Events issues. The castles and baray costs should be fixed.
BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PBEM16, PBEM20, PB5, PB15, PB26, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Games ded lurked: PBEM17, PB16, PB18
Reply

Something I think I need to say: I don't think the civs are actually in a "Good enough" spot right now, but I'm not quite sure how to explain my opinion.

I think the way it might be best is this: Egypt is fine IMO. The UB allows an alternative strategy (early shrine v Academy) that isn't necessarily any better but is different. It's fun, but doesn't give new power. The UU has the power, the UU is stronger against all units except archers, and also has greater longevity due to minor flanking amount against catapults. This is what a civ should look like.

China is the civ I have a problem with, only , it's not China. Even if we ignore the UB being brought forward (which is neither here nor there IMO), the issue is that with the CKN collateral China is the only civ that can get efficient collateral off boats, efficient in the sense that CKN can kill and cats can't, so China can launch naval invasions with fewer boats. Originally this was not a problem (the CKN was designed at a time with siege units could kill, and could attack off boats) but since then siege units got nerfed into the ground. Naval invasions aren't really "A strategy", they are...greater than that. But the problem IMO isn't not that China has the CKN, it is that no other civ has this unit. I think the problem is the base crossbow, not the UU. To be clear: this is a problem because other civs lack good access to collateral sources for naval invasions, due to siege units being nerfed at BtS release.

Every time I go and compare civs like Byz, Persia, Spain, Khmer to China, I just get stuck on the "Why, if I thought there was ever going to be naval invasions, would I not pick China instead of these civs?" CKN have value from Machinery until Rifles.

That's why I've been mulling over the change below, and I think it needs discussion, because it's a big change, but I think it would actually be worth playing in a test game. The parts in italics are the new bits.

Crossbowman: Strength 6, 1 free strike, +50% against melee units, +25% defense against macemen. Archery unit, requires iron, Archery, Machinery, and Construction. iCollateralDamageLimit: 40%; iCollateralDamageMaxUnits: 3 (causes maximum 40hp damage through collateral, collateral damage hits maximum 3 units)

In comparison, this is the CKN: Strength 6, 2 free strikes, +50% against melee units, +25% defense against macemen. Archery unit, requires iron, Archery, Machinery, iCollateralDamageLimit: 60%; iCollateralDamageMaxUnits: 5 (causes maximum 60hp damage through collateral, collateral damage hits maximum 5 units)

Essentially, this is just one option, I believe that there are others that could work I do not think it should get dumped into this mod version. I think it should be used in a test game. I think it keeps China in a good place, rather than in a position where it is comparable to the base BtS Byz power on a strategic level.

I'm not truly happy with India (could well need UU changing), Persia (UB is OK but I don't know about the UU), or Byz (I hate everything about it), but China is my main worry. Spain, Netherlands, Khmer may need buffing but for this mod, at this time, they are OK IMO.
BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PBEM16, PBEM20, PB5, PB15, PB26, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Games ded lurked: PBEM17, PB16, PB18
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I think the main issue I have with the change is that China looses it's major uniqueness with this change.
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